Teleport ANTI-Cheat

I’m trying to make it so that you can’t teleport directly to the game with exploits; I heard you can just get TeleportService to teleport to the game; by using the game ID. How would I prevent this from happening? And if it does, how could I kick them or punish them?

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I don’t know if that’s even possible, when you join a game, I think you don’t get any value saying how you get to the game.

And why you want to kick them?
This isn’t a cheat or exploit… yea, it’s possible to use exploit to do that, but it’s the same thing of leaving a game and join another, but just do it on script instead of doing it manually, it doesn’t has any down on your game, it can even give you more visits.

with teleport service there is an event called LocalPlayerArrivedFromTeleport which you can read about here, I don’t think this will fire unless they are teleported into the game (this is on the client btw)

Enabling third party teleports is a good practice in my opinion. Teleporting to the game doesn’t necessarily have to be done with exploits but also automation scripts and games can use TeleportService.

Also, some models that rely on TeleportService require third party teleports enabled, such as admin systems and the place update teleporter.

However, the best way to prevent this is to make a sub-place inside your game. To detect if the player has teleported, you can use Player:GetJoinData() and see if SourcePlaceId exists. If not, the player did not teleport to the game.

I’m doing this so a player cannot skip a part; even though it gives more visits, it doesn’t mean anything. I want to kick them so they cannot just barge into the game without completing a certain chapter/step that’s required to go in that area.